Methods, Systems, and Products for Centralized Control of Gaming Applications

ABSTRACT

Methods, systems, and products bookmark gaming applications. When a player wishes to pause a gaming application, a bookmark may be created. The bookmark identifies a location in the gaming application at which play is paused. Play may then be resumed from the bookmark, whether at a same device or at a different device.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. application Ser. No.12/609,073, filed Oct. 30, 2009, now issued as U.S. Pat. No. X,XXX,XXX,and incorporated herein by reference in its entirety.

BACKGROUND

Exemplary embodiments generally relate to amusement and gaming devicesand, more particularly, to video games, to player-actuated controls, andto data storage and retrieval.

Electronic gaming is enjoyed by many people. Electronic games may beplayed on computers, phones, and even dedicated gaming consoles.Thousands of electronic games are available for individual and groupplay. Even though electronic gaming is ubiquitous, improvements areneeded.

SUMMARY

Exemplary embodiments provide methods, systems, and products forcontrolling electronic games. Exemplary embodiments describe acentralized gaming center that allows players to pause and resume playof electronic games. That is, one or more players may enjoy anelectronic game and then “pause” the game for later enjoyment. When anyof the players is ready to resume play, the player's gaming devicemerely requests a summary of the paused electronic game. The summarydescribes the players' usernames, their respective scores, and bookmarksto their respective logical locations in the electronic game. Eachplayer may then resume play of the electronic game, even hours or dayslater, from the same point at which play was paused. Exemplaryembodiments even permit resumption of play at different gaming devices,from any location in the world. Electronic games may thus be paused andresumed, without lugging the same gaming device to different locations.Games may be played, paused, and resumed without concern for hardwarecompatibility.

Exemplary embodiments will be or become apparent to one with ordinaryskill in the art upon review of the following drawings and detaileddescription. It is intended that all such additional systems, methods,and/or computer program products be included within this description, bewithin the scope of the claims, and be protected by the accompanyingclaims.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

These and other features, aspects, and advantages of the exemplaryembodiments are better understood when the following DetailedDescription is read with reference to the accompanying drawings,wherein:

FIG. 1 is a simplified schematic illustrating an environment in whichexemplary embodiments may be implemented;

FIGS. 2 and 3 are more detailed schematics illustrating the centralizedgaming center, according to exemplary embodiments;

FIGS. 4-6 are schematics illustrating resumption of games, according toexemplary embodiments;

FIG. 7 is a schematic illustrating remote resumption of games, accordingto exemplary embodiments;

FIG. 8 is a schematic illustrating multiple bookmarks for multipleusers, according to exemplary embodiments;

FIG. 9 is a schematic illustrating gaming profiles, according toexemplary embodiments;

FIG. 10 is a schematic illustrating a graphical user interface forpausing gaming applications, according to exemplary embodiments;

FIGS. 11-13 are schematics illustrating resumption of gamingapplications, according to exemplary embodiments;

FIG. 14 is a schematic illustrating multiple, networked centralizedgaming centers, according to exemplary embodiments;

FIG. 15 is a schematic illustrating a block diagram of aprocessor-controlled device, according to exemplary embodiments;

FIG. 16 depicts other possible operating environments for additionalaspects of the exemplary embodiments; and

FIGS. 17-19 are flowcharts illustrating a method for centralized controlof gaming applications, according to exemplary embodiments.

DETAILED DESCRIPTION

The exemplary embodiments will now be described more fully hereinafterwith reference to the accompanying drawings. The exemplary embodimentsmay, however, be embodied in many different forms and should not beconstrued as limited to the embodiments set forth herein. Theseembodiments are provided so that this disclosure will be thorough andcomplete and will fully convey the exemplary embodiments to those ofordinary skill in the art. Moreover, all statements herein recitingembodiments, as well as specific examples thereof, are intended toencompass both structural and functional equivalents thereof.Additionally, it is intended that such equivalents include bothcurrently known equivalents as well as equivalents developed in thefuture (i.e., any elements developed that perform the same function,regardless of structure).

Thus, for example, it will be appreciated by those of ordinary skill inthe art that the diagrams, schematics, illustrations, and the likerepresent conceptual views or processes illustrating the exemplaryembodiments. The functions of the various elements shown in the figuresmay be provided through the use of dedicated hardware as well ashardware capable of executing associated software. Those of ordinaryskill in the art further understand that the exemplary hardware,software, processes, methods, and/or operating systems described hereinare for illustrative purposes and, thus, are not intended to be limitedto any particular named manufacturer.

As used herein, the singular forms “a,” “an,” and “the” are intended toinclude the plural forms as well, unless expressly stated otherwise. Itwill be further understood that the terms “includes,” “comprises,”“including,” and/or “comprising,” when used in this specification,specify the presence of stated features, integers, steps, operations,elements, and/or components, but do not preclude the presence oraddition of one or more other features, integers, steps, operations,elements, components, and/or groups thereof. It will be understood thatwhen an element is referred to as being “connected” or “coupled” toanother element, it can be directly connected or coupled to the otherelement or intervening elements may be present. Furthermore, “connected”or “coupled” as used herein may include wirelessly connected or coupled.As used herein, the term “and/or” includes any and all combinations ofone or more of the associated listed items.

It will also be understood that, although the terms first, second, etc.may be used herein to describe various elements, these elements shouldnot be limited by these terms. These terms are only used to distinguishone element from another. For example, a first device could be termed asecond device, and, similarly, a second device could be termed a firstdevice without departing from the teachings of the disclosure.

FIG. 1 is a simplified schematic illustrating an environment in whichexemplary embodiments may be implemented. A centralized gaming center 20communicates with multiple gaming devices 22 via a home communicationsnetwork 24. As electronic games are played on the gaming devices 22,each gaming device 22 communicates with, and reports to, the centralizedgaming center 20. The centralized gaming center 20 functions as acentralized control unit that ties all gaming platforms and sourcestogether, regardless of manufacturer, game, or gaming device. Results,scores, players, and other gaming information are stored in thecentralized gaming center 20, thus allowing any game to be played,saved, or resumed from any gaming device 22 on the home communicationsnetwork 24. The centralized gaming center 20 may even be remotelyaccessed via a distributed computing network 26 (such as the Internet),thus allowing games to be played, or resumed, from any networkedlocation.

FIG. 1 illustrates diverse control of the different gaming devices 22.The centralized gaming center 20 may access the home communicationsnetwork 24. A monitor 28 and a set top box (“STB”) 30 may communicatewith the home communications network 24. A mobile laptop computer 32, apersonal desktop computer 34, and a gaming console 36 may alsocommunicate with the home communications network 24 and, thus, with thecentralized gaming center 20. Gaming applications 38 may be hosted onany of the gaming devices 22, but the gaming applications 38 may beplayed and enjoyed from any gaming device 22 that communicates with thecentralized gaming center 20. A user, for example, may enjoy a flightsimulator on the large screen monitor 28 in the family room, even thoughthe flight simulator application 40 is hosted and executed by thepersonal desktop computer 34 in a home office. The game SIM CITY® may beplayed on the laptop computer 32 from the kitchen, even though the SIMCITY® gaming application 42 is hosted and executed on the gaming console36 (such as a NINTENDO® entertainment system) in a separate game room orcloset. The flight simulator application 40, the game SIM CITY®application 42, or any other gaming application 38 may be a sharedexperience with other users in other rooms or other remote locations,through the control of the centralized gaming center 20. A mobile phone44 may even access the centralized gaming center 20, either from thehome communications network 24 and/or the distributed computing network26, to save, pause, and participate in any gaming application 38.

FIGS. 2 and 3 are more detailed schematics illustrating the centralizedgaming center 20, according to exemplary embodiments. The centralizedgaming center 20 has a processor 50 (e.g., “μP”), application specificintegrated circuit (ASIC), or other component that executes aserver-side gaming control application 52 stored in a memory 54. Eachgaming device 22 may also have a processor 56 (e.g., “μP”), applicationspecific integrated circuit (ASIC), or other component that executes aclient-side gaming control application 58 stored in a memory 60. Theserver-side gaming control application 52, and each client-side gamingcontrol application 58, cooperate to share and/or report a summaryreport 70 of each gaming application 38 being played on the gamingdevice 22. That is, as each gaming device 22 executes the gamingapplication 38, each client-side gaming control application 58 sends thesummary report 70 to the centralized gaming center 20. Each summaryreport 70 may be periodically and/or randomly reported and stored in thememory 54 of the centralized gaming center 20. Each summary report 70may additionally or alternatively reported at defined points in eachgaming application 38, such as when a particular strategic, tactical, orprocedural objective or milestone is achieved. Regardless, each summaryreport 70 may describe or detail a current or final result, playernames, each player's score, and any other gaming information. Eachsummary report 70 communicates over the home communications network 24to the centralized gaming center 20.

FIG. 3 illustrates retrieval of summary reports. Each summary report 70may also be retrieved from the centralized gaming center 20. Any user,at any gaming device 22 (illustrated in FIG. 1), may send a query 72 toretrieve any summary report 70 from the memory 54 of the centralizedgaming center 20. FIG. 3, for simplicity, illustrates the query 72originating from the gaming console 36, but the query 72 may be sentfrom any other gaming device (illustrated as reference numeral 22 inFIG. 1). The query 72 may include parameters, data, and or fields thatidentify the desired summary report. The query 72, for example, mayinclude one or more usernames 74, a device identifier 76, a gamingidentifier 78, and/or a session identifier 80. Each username 74 may beany alphanumeric combination that identifies a player of a game. Thedevice identifier 76 may be any alphanumeric combination that identifiesone of the gaming devices 22. The device identifier 76, for example, maybe a serial number of the gaming device 22, a manufacturer's modelnumber, and/or a machine moniker (e.g., “Michelle's computer,” “Jason'scell phone,” or “Toby's XBOX”). The gaming identifier 78 may be anyalphanumeric combination that identifies the gaming application forwhich the summary report 70 is desired, such as a game title, versionnumber, serial number, or some other identifying information. Thesession identifier 80 may be any alphanumeric combination that alsohelps identify the gaming application. The session identifier 80 may behelpful when the same gaming application is played multiple times by thesame user or group of users, and a particular summary report 70 isdesired. Any current or final score 82, associated with one or more ofthe usernames 74, may also be logged.

The corresponding summary report 70 is retrieved. When the centralizedgaming center 20 receives the query 72, the server-side gaming controlapplication 52 obtains or retrieves the one or more usernames 74, thedevice identifier 76, the gaming identifier 78, and/or the sessionidentifier 80. The server-side gaming control application 52 queries adatabase 90 of summary reports for the one or more usernames 74, thedevice identifier 76, the gaming identifier 78, and/or the sessionidentifier 80. The database 90 of summary reports may be locally storedin the memory 54 of the centralized gaming center 20, but the database90 of summary reports may be remotely stored and accessed via the homecommunications network and/or the distributed computing network(illustrated, respectively, as reference numerals 24 and 26 in FIG. 1).The database 90 of summary reports is illustrated as table 92 that maps,relates, or associates the summary report 70 to usernames 74, deviceidentifiers 76, gaming identifiers 78, and/or the session identifiers80. The server-side gaming control application 52 retrieves the summaryreport 70 from the database 90 of summary reports that is associatedwith one or more of the parameters in the query 72. The server-sidegaming control application 52 then instructs the centralized gamingcenter 20 to send the summary report 70 as a response to the query 72.The desired summary report 70 routes along the home communicationsnetwork 24 (and/or the distributed computing network 26) to the addressassociated with the originating device (e.g., the gaming console 36).

FIGS. 4-6 are schematics illustrating resumption of games, according toexemplary embodiments. FIG. 4 illustrates how any gaming application 38may be paused at one gaming device, and the gaming application may beresumed at the same or at a different gaming device. Assume a userbegins playing a battlefield simulation application 100 on a firstgaming device 102 (illustrated as a MICROSOFT® XBOX®). The user laterdecides to pause the battlefield simulation application 100 and toresume play at a later time. When the user selects a “pause play” icon,command, or control button on a user interface, the user's first gamingdevice 102 executes the client-side gaming control application 58. Theclient-side gaming control application 58 sends the summary report 70 tothe centralized gaming center 20. The summary report 70 may include theplayer's username 74, the gaming identifier 78, and/or the deviceidentifier 76 associated with the first gaming device 22 (the MICROSOFT®XBOX®) on which the game was originally or recently played. The summaryreport 70 may also include the session identifier 80 when the samebattlefield simulation application 100 has been recently played by thesame username 74.

The summary report 70 may also include a bookmark 110. The bookmark 110describes the logical location 112 in the battlefield simulationapplication 100 at which the player wishes to pause play. The bookmark110, for example, may describe a line code number 114 that identifies aline in the software code of the battlefield simulation application 100at which the player wishes to pause play. Each line of software code inthe battlefield simulation application 100 may have a unique number.When the user pauses play, the client-side gaming control application 58retrieves the line code number 114 in the software code of thebattlefield simulation application 100 at which the player wishes topause play. The client-side gaming control application 58 may add theline code number 114 to the summary report 70 and send the summaryreport 70 to the centralized gaming center 20.

The bookmark 110 is unlike a time stamp. Some gaming applications maytrack or time a player's usage of a gaming application. A time stamp,though, may not accurately reflect the player's logical position in thegaming application. Many gaming applications, for example, have arepetitive or recursive routine that a player must master before movingto a next level. A player may spend several minutes, or even hours,mastering the routine. A time stamp, then may not accurately reflect theplayer's position in the game. The bookmark 110, however, returns theplayer to the logical location 112 at which play was paused, regardlessof the elapsed time playing the game.

The summary report 70 is stored for retrieval. When the centralizedgaming center 20 receives the summary report 70, the server-side gamingcontrol application 52 stores the summary report 70 in the database 90of summary reports. The server-side gaming control application 52 alsoassociates the summary report 70 to one or more query terms, such as theone or more usernames 74, the device identifier 76, the gamingidentifier 78, and/or the session identifier 80.

FIG. 5 illustrates resumption of play on the same gaming device (e.g.,the MICROSOFT® XBOX®). When the user decides to resume play of thebattlefield simulation application 100, the battlefield simulationapplication 100 may be resumed from the bookmark 110. As FIG. 5illustrates, the user instructs the client-side gaming controlapplication 58 to retrieve the summary report 70 associated with pausedbattlefield simulation application 100. The client-side gaming controlapplication 58, operating in the first gaming device 102, sends thequery 72 to the centralized gaming center 20. The query 72 includesinformation associated with the paused battlefield simulationapplication 100 (such as the one or more usernames 74, device identifier76, gaming identifier 78, and/or session identifier 80 illustrated inFIG. 3). When the centralized gaming center 20 receives the query 72,the server-side gaming control application 52 queries the database 90 ofsummary reports for the summary report 70 associated with the username74, the device identifier 76, the gaming identifier 78, and/or thesession identifier 80. The server-side gaming control application 52retrieves the corresponding summary report 70 and sends the summaryreport 70 to a network address associated with the first gaming device102 (e.g., the MICROSOFT® XBOX®). The client-side gaming controlapplication 58, operating in the MICROSOFT® XBOX®, reads the summaryreport 70 to obtain the username(s), score(s), and other details of thepaused battlefield simulation application 100. Moreover, the client-sidegaming control application 58 obtains or retrieves the bookmark 110identifying the logical location 112 in the battlefield simulationapplication 100 at which play was previously paused. The client-sidegaming control application 58 then instructs the first gaming device 102(e.g., the MICROSOFT® XBOX®) to resume executing the battlefieldsimulation application 100 from the bookmark 110. The client-side gamingcontrol application 58 may also instruct the first gaming device 102 toresume scoring from the previous tally or score(s) contained in thesummary report 70 for each username 74 (as illustrated in FIG. 3).

As FIG. 6, however, illustrates how play may be resumed from differentdevices. Even though play may have begun on the first gaming device 102,exemplary embodiments permit resumption of play on a different gamingdevice. After the user pauses the battlefield simulation application 100at the first gaming device 102 (e.g., the MICROSOFT® XBOX®), the usermay wish to resume the battlefield simulation application 100 at adifferent, second gaming device 120 (illustrated as laptop computer 32).In FIG. 6, then, the user wishes to resume play of the battlefieldsimulation application 100 from the laptop computer 32. The userinstructs the client-side gaming control application 58, operating inthe laptop computer 32, to retrieve the summary report 70 associatedwith paused battlefield simulation application 100. The client-sidegaming control application 58, operating in the laptop computer 32,sends the query 72 to the centralized gaming center 20. When thecentralized gaming center 20 receives the query 72, the server-sidegaming control application 52 queries the database 90 of summary reportsfor the summary report 70 associated with the username 74, the deviceidentifier 76, the gaming identifier 78, and/or the session identifier80 (as FIG. 3 illustrated). The server-side gaming control application52 retrieves the corresponding summary report 70 and sends the summaryreport 70 to the network address associated with the different, secondgaming device 120 (e.g., the laptop computer 32). The client-side gamingcontrol application 58, operating in the laptop computer 32, reads thesummary report 70 to obtain the username(s), score(s), and the bookmark110 associated with the paused battlefield simulation application 100.The client-side gaming control application 58 then instructs the laptopcomputer 32 to execute the battlefield simulation application 100 fromthe software location identified by the bookmark 110. The client-sidegaming control application 58 may also instruct the laptop computer 32to resume scoring from the previous tally or score(s) contained in thesummary report 70.

Here, then, resumption of play is not confined to the same device atwhich play was paused. Exemplary embodiments permit gaming applicationsto be paused and resumed from any gaming device. Gamers thus havecomplete freedom to roam between gaming devices and to resume play ofelectronic games without concern for manufacturer, room, or devicecompatibilities. The player no longer needs to carry or transport thesame gaming device to resume play for different locations.

FIG. 7 is a schematic illustrating remote resumption of games, accordingto exemplary embodiments. Here electronic games may be resumed from anylocation. As FIG. 7 illustrates, the player-user may wish to resume playof the battlefield simulation application 100 at any different location,such as a friend's home, a coffee shop, or any networked location. Aslong as the user may remotely access the centralized gaming center 20,the user may resume gaming applications from any worldwide location.Suppose, for example, the user wishes to resume play of the battlefieldsimulation application 100 from a mobile communications device 130(illustrated as an APPLE® IPHONE®) over the Internet. The user instructsthe client-side gaming control application 58, operating in the mobilecommunications device 130, to send the query 72 to the centralizedgaming center 20. The query 72 routes along the distributed computingnetwork 26 (e.g., the Internet) to the network address associated withthe centralized gaming center 20. The query 72, as before, may includeinformation describing the paused battlefield simulation application100. When the centralized gaming center 20 receives the query 72, theserver-side gaming control application 52 queries the database 90 ofsummary reports for the summary report 70 associated with the username74, the device identifier 76, the gaming identifier 78, and/or thesession identifier 80 (as FIG. 3 illustrated). The corresponding summaryreport 70 is retrieved and sent back along the distributed computingnetwork 26 to the network address associated with the user's APPLE®IPHONE®. The client-side gaming control application 58, operating in themobile communications device 130 (the APPLE® IPHONE®), reads the summaryreport 70 and instructs the mobile communications device 130 to resumethe battlefield simulation application 100 from the bookmark 110. Theclient-side gaming control application 58 also instructs the mobilecommunications device 130 to resume scoring from the previous tally orscore(s) contained in the summary report 70.

FIG. 8 is a schematic illustrating multiple bookmarks for multipleusers, according to exemplary embodiments. Many gaming applicationssupport multiple players; indeed, some games permit interactive,simultaneous play by multiple users. Exemplary embodiments, then, permitpausing and resumption of games having multiple players. When any playerrequests a pause, exemplary embodiments may bookmark the requestingplayer's position in the game. Any player may then resume play from anygaming device, without disrupting the play of other players.

FIG. 8 illustrates the summary report 70 for multiple player games. Whenthe gaming application 38 is initiated, the client-side gaming controlapplication 58 may initially create the summary report 70. The summaryreport 70 may list the multiple usernames 74 associated with the gamingidentifier 78 and/or the session identifier 80. The summary report 70may also list multiple device identifiers 76, with each deviceidentifier 76 associated with a different username 74. If the multipleplayers are all playing the electronic game on the same gaming device22, then each username 74 may be associated with the same deviceidentifier 76 (such as summary report “f5dj54a6” illustrated in FIG. 8).As each player plays the game, the client-side gaming controlapplication 58 may also update the bookmarks 110 in the summary report70. Each username 74, in other words, may have a correspondingly uniquebookmark 110 describing each player's logical location 112 in the gamingapplication 38. The client-side gaming control application 58 may thenperiodically communicate updated summary reports 70 to the centralizedgaming center 20. The client-side gaming control application 58 storeseach successive summary report 70 in the database 90 of summary reports.

Any player may pause. When a player wishes to pause the gamingapplication 38, play may be paused for a single player, for multipleplayers, or for all players. If a single player wishes to pause play,then the summary report 70 may contain a static bookmark 110 for thepausing username 74. The usernames 74 that continue playing may havetheir respective bookmarks 110 dynamically updated in the summary report70. If less than all players wish to pause, then the summary report 70may contain static bookmarks 110 for the pausing usernames 74 anddynamic bookmarks 110 for the usernames that continue playing. If allplayers pause, then the summary report 70 may contain static bookmarks110 for each username 74.

Any player may also resume play. When a player wishes to resume thegaming application 38, the player's gaming device 22 retrieves thesummary report 70 associated with the player's username 74. The player'sgaming device 22 queries the database 90 of summary reports for thesummary report 70 associated with the player's username 74. The player'sgaming device 22 retrieves the summary report 70 and the correspondingbookmark 110 associated with the player's username 74. The player'sgaming device 22 may then resume execution of the gaming application 38from the bookmark 110 associated with the player's username 74. So,whether play is resumed at the same device, or at a different device,the bookmark 110 allows the same username 74 to resume play from thelogical location 112 at which the username 74 previously paused thegaming application 38. Players may thus pause-and-resume (or “come andgo”) from different gaming devices in different locations. Players neednot pause-and-resume using the same gaming device 22.

FIG. 9 is a schematic illustrating gaming profiles, according toexemplary embodiments. Here exemplary embodiments create a standardizedprofile 140 for all gaming applications 38. When a user pauses, exits,or resumes the gaming application 38, the client-side gaming controlapplication 58 creates the standardized gaming profile 140 using acommon, industry-accepted standard format. The gaming profile 140includes information that describes roles, characteristics, formats, andevent a skill level 142 attained by the player's username 74. The gamingprofile 140 may be stored with, merged with, or associated with thesummary report 70. The client-side gaming control application 58, forexample, includes the gaming profile 140 with the summary report 70 thatis communicated to the centralized gaming center 20. When the sameusername 74 queries for the summary report 70, the gaming profile 140 isreturned to the requesting device identifier 76.

The gaming profile 140 may then be used to configure different gamingapplications 38. When the player's username 74 plays a differentelectronic game, the client-side gaming control application 58 mayconfigure the different electronic game to the same gaming profile 140.The gaming profile 140 may thus be used to maintain or preserve aconsistent “look and feel” of characters and scenes in all gamingapplications, according to the player's desires. The gaming profile 140,for example, may be used to similarly configure a main character in anygaming application to same sex, hair color, size, clothing, or otherphysical attributes. The player establishes preferences in the gamingprofile 140, and those preferences may be applied or carried forward toother gaming applications that access the gaming profile 140. Scenesand/or locations may even be consistent across gaming applications, asdefined by the gaming profile 140. The user's racing car, for example,may be configured in any racing simulation to have the samemanufacturer, model, colors, driver, and performance characteristics, asdefined by the gaming profile 140. The player's preferred weapons,likewise, may be the same across different gaming applications. Loveinterests may be configured the same (physical description, personality,and skills) across different gaming applications, as defined by thegaming profile 140.

The gaming profile 140 may even be applied for consistent skill levels.When a player attains a particular skill level 142 in one gamingapplication, that same skill level 142 may be applied to other gamingapplications. Suppose a player attains an advanced skill level in aflight simulator. The advanced skill level may then be stored in thegaming profile 140. When the same player's username 74 initiatesanother, different flight simulator application, then the gaming profile140 may cause the different flight simulator application to be initiallyconfigured to the same advanced skill level. Skill levels, though, maybe applied to diverse gaming applications. A user who is an “expert”warrior in one gaming application, for example, may want WII® bowling,karate, and tennis applications configured to the same “expert” level. Aproficient gamer, then, need not begin a new gaming application at anovice or beginner level. The gaming profile 140 may even storecredentials that are recognized across gaming applications, such aspoints, character skills, and experiences.

FIG. 10 is a schematic illustrating a graphical user interface forpausing gaming applications, according to exemplary embodiments. When aplayer-user decides to pause the gaming application 38, the player-usermay select a “pause play” icon, command, or control button in the gamingapplication 38. The selection causes the client-side gaming controlapplication 58, operating in the gaming device 22, to enter a pause mode150 of operation. During the pause mode 150 of operation, theclient-side gaming control application 58 may cause the processor 56 toproduce a pause graphical user interface 152. The pause graphical userinterface 152 is illustrated as being visually produced on a displaydevice 154, yet the pause graphical user interface 152 may also haveaudible features. Regardless, the pause graphical user interface 152 mayprompt the player to confirm pausing of the gaming application 38. Ifpausing is confirmed, then the client-side gaming control application 58may create or update the summary report 70 to reflect the pausingplayer's current score 82, the bookmark 110, and other game information.The client-side gaming control application 58 then sends the summaryreport 70 to the centralized gaming center 20, as earlier paragraphsexplained.

FIGS. 11-13 are schematics illustrating resumption of gamingapplications, according to exemplary embodiments. When the player-userwishes to resume play of the previously-paused gaming application 38,the player-user selects a “resume play” icon, command, or control buttonin the gaming application 38. The selection causes the client-sidegaming control application 58 to enter a resume mode 160 of operation.The client-side gaming control application 58 may cause the processor 56to produce a resume graphical user interface 162 on the display device154. The resume graphical user interface 162 may prompt the player toconfirm resumption of the gaming application 38. If resumption isconfirmed, then the client-side gaming control application 58 may send aresumption query 164 to the centralized gaming center 20 (via the homecommunications network 24 and/or the distributed computing network 26illustrated in FIG. 1). The resumption query 164 causers the server-sidegaming application 38 to query the database 90 of summary reports forone, some, or all summary reports 70 associated with the player'susername 74 (as FIG. 3 illustrated).

As FIG. 12 illustrates, the centralized gaming center 20 then responds.The server-side gaming control application 52 retrieves a listing 170 ofsummary reports associated with the player's username 74. Theclient-side gaming control application 58 then causes the listing 170 ofsummary reports to be displayed in the resume graphical user interface162. FIG. 12, for example, illustrates the listing 170 of summaryreports as a drop-down menu 172. Each entry in the drop-down menu 172may display the name of the paused game, a date that the game waspaused, and even a time that the game was paused. This information maybe stored and retrieved from the database 90 of summary reports. Theplayer-user then selects the desired summary report 70 for whichresumption of play is desired. A cursor 174 may be placed on the desiredsummary report 70, yet any other selection process is applicable. AsFIG. 12 illustrates, the resuming player may also obtain more detailedinformation to help select the desired summary report 70. The user, forexample, may right-click or otherwise make a selection to obtain moredetailed game information 176. The detailed game information 176 listsinformation that helps differentiate the summary reports 70. Thedetailed game information 176 may list the usernames that played thepaused game and each username's associated gaming device. The detailedgame information 176 may additionally or alternatively list eachusername's score.

FIG. 13 illustrates retrieval of the desired summary report 70. Once theplayer has selected the desired summary report 70 from the drop-downmenu (illustrated as reference numeral 172 in FIG. 12), the client-sidegaming control application 58 may send a retrieval query 72 to thecentralized gaming center 20 (via the home communications network 24and/or the distributed computing network 26 illustrated in FIG. 1). Theretrieval query 72 includes information that describes the desiredsummary report 70 from the drop-down menu 172. The server-side gamingapplication 38 queries the database 90 of summary reports and retrievesthe desired summary report 70 for which resumption of play is desired.The server-side gaming application 38 sends the desired summary report70 to the communications address (such as the Internet Protocol address)associated with the player's gaming device 22. The client-side gamingcontrol application 58 reads the summary report 70 and instructs thegaming device 22 to resume the gaming application 38 from the bookmark110. The client-side gaming control application 58 may also instruct thegaming console 36 to resume scoring from the previous tally or score(s)contained in the summary report 70.

FIG. 14 is a schematic illustrating multiple, networked centralizedgaming centers 20, according to exemplary embodiments. Because themultiple centralized gaming centers 20 may all communicate via thedistributed computing network 26, the summary report 70 may be sharedwith any gaming device 22 and/or with any networked centralized gamingcenter 20. As long as a player has access to the centralized gamingcenter 20 that stores the player's summary report 70, the player mayplay, pause, and resume play from any gaming device in the world. Aplayer-user, for example, may pause play in their home and save thesummary report 70 to their centralized gaming center 20 operating in theplayer's residence 180. The player-user may then travel to a friend'shome 182, establish remote communication with the home-based centralizedgaming center 20 from the friend's gaming device 22, and then resumeplay on the friend's gaming device 22. The player-user may even travelacross the globe, establish remote communication with the home-basedcentralized gaming center 20, and resume play in a hotel 184, withoutcarrying the gaming device. Friends and family may thus utilize theInternet to communicate with each other's respective centralized gamingcenters 20, thus allowing real-time sharing of gaming experiences, aswell as continuing saved/paused games between different devices and/orhouseholds.

FIG. 14 also illustrates multi-player games. The gaming application 38may be hosted and executed by the centralized gaming center 20 operatingin the player's residence 180. Multiple players, though, may remotelyparticipate (such as from the from the friend's gaming device 22 in thefriend's home 182 and from the gaming device 22 operating in the hotel184). Conventional single source games split each player's displayscreen into quadrants for the active number of players. Exemplaryembodiments, however, permit full-screen mode viewing for each remoteplayer. The networked centralized gaming centers 20 permit multipleremote players, each with a different display device, to access thehosting centralized gaming center 20 operating in the player's residence180. Each player has a full-screen view of the gaming application 38,without the quadrants. Conventional single source games historicallyrequired each player to have their own gaming console or pc, which thenlink together for the multi-player experience. Here, though, each playerreceives full-screen mode viewing, utilizing a single source (thecentralized gaming center 20 operating in the player's residence 180),by networking the centralized gaming centers 20.

The centralized gaming center 20 and the gaming device 22 are onlysimply illustrated. Because the architecture and operating principles ofprocessor-controlled devices are well known, their hardware and softwarecomponents are not further shown and described. If the reader desiresmore details, the reader is invited to consult the following sources:ANDREW TANENBAUM, COMPUTER NETWORKS (4^(th) edition 2003); WILLIAMSTALLINGS, COMPUTER ORGANIZATION AND ARCHITECTURE: DESIGNING FORPERFORMANCE (7^(th) Ed., 2005); and DAVID A. PATTERSON & JOHN L.HENNESSY, COMPUTER ORGANIZATION AND DESIGN: THE HARDWARE/SOFTWAREINTERFACE (3^(rd). Edition 2004).

Exemplary embodiments may be applied regardless of networkingenvironment. The home communications network 24 and the distributedcomputing network 26 (illustrated in FIG. 1) may be a cable networkoperating in the radio-frequency domain and/or the Internet Protocol(IP) domain. The communications networks 24 and 26, however, may alsoinclude an intranet, a local-area network (LAN), and/or a wide-areanetwork (WAN). The communications networks 24 and 26 may include coaxialcables, copper wires, fiber optic lines, and/or hybrid-coaxial lines.The communications networks 24 and 26 may even include wireless portionsutilizing any portion of the electromagnetic spectrum and any signalingstandard (such as the I.E.E.E. 802 family of standards, GSM/CDMA/TDMA orany cellular standard, BLUETOOTH®, WI-FI®, and/or the ISM band). Thecommunications networks 24 and 26 may even include powerline portions,in which signals are communicated via electrical wiring. The conceptsdescribed herein may be applied to any wireless/wireline communicationsnetwork, regardless of physical componentry, physical configuration, orcommunications standard(s).

FIG. 15 is a schematic illustrating still more exemplary embodiments.FIG. 15 is a generic block diagram illustrating the server-side gamingcontrol application 52 and/or the client-side gaming control application58 may operate within a processor-controlled device 200. The server-sidegaming control application 52 and/or the client-side gaming controlapplication 58 may be stored in a memory subsystem of theprocessor-controlled device 200. One or more processors communicate withthe memory subsystem and execute the server-side gaming controlapplication 52 and/or the client-side gaming control application 58.Because the processor-controlled device 200 illustrated in FIG. 15 iswell-known to those of ordinary skill in the art, no detailedexplanation is needed.

FIG. 16 depicts other possible operating environments for additionalaspects of the exemplary embodiments. FIG. 16 illustrates that theexemplary embodiments may alternatively or additionally operate withinvarious other devices 300. FIG. 16, for example, illustrates that theserver-side gaming control application 52 and/or the client-side gamingcontrol application 58 may entirely or partially operate within aset-top box (“STB”) (302), a personal/digital video recorder (PVR/DVR)304, personal digital assistant (PDA) 306, a Global Positioning System(GPS) device 308, an interactive television 310, an Internet Protocol(IP) phone 312, a pager 314, a cellular/satellite phone 316, or anycomputer system, communications device, or processor-controlled deviceutilizing the processor 50 or 56 and/or a digital signal processor(DP/DSP) 318. The device 300 may also include watches, radios, vehicleelectronics, clocks, printers, gateways, mobile/implantable medicaldevices, and other apparatuses and systems. Because the architecture andoperating principles of the various devices 300 are well known, thehardware and software componentry of the various devices 300 are notfurther shown and described. If, however, the reader desires moredetails, the reader is invited to consult the following sources:LAWRENCE HARTE et al., GSM SUPERPHONES (1999); SIEGMUND REDL et al., GSMAND PERSONAL COMMUNICATIONS HANDBOOK (1998); and JOACHIM TISAL, GSMCELLULAR RADIO TELEPHONY (1997); the GSM Standard 2.17, formally knownSubscriber Identity Modules, Functional Characteristics (GSM 02.17V3.2.0 (1995-01))”; the GSM Standard 11.11, formally known asSpecification of the Subscriber Identity Module—Mobile Equipment(Subscriber Identity Module—ME) interface (GSM 11.11 V5.3.0 (1996-07))”;MICHEAL ROBIN & MICHEL POULIN, DIGITAL TELEVISION FUNDAMENTALS (2000);JERRY WHITAKER AND BLAIR BENSON, VIDEO AND TELEVISION ENGINEERING(2003); JERRY WHITAKER, DTV HANDBOOK (2001); JERRY WHITAKER, DTV: THEREVOLUTION IN ELECTRONIC IMAGING (1998); and EDWARD M. SCHWALB, ITVHANDBOOK: TECHNOLOGIES AND STANDARDS (2004).

FIG. 17 is a flowchart illustrating a method for centralized control ofgaming applications, according to exemplary embodiments. A request isreceived to store a summary of a gaming application associated with ausername (Block 400). A bookmark is received that identifies a logicallocation in which the gaming application was paused (Block 402). Thebookmark is associated to the username and to the gaming application(Block 404). Another request is then received for the summary of thegaming application associated with the username (Block 406). A query ismade for the bookmark associated with the gaming application and withthe username (Block 408). The bookmark is retrieved (Block 410) and send(Block 412) to a requesting device to resume the gaming application fromthe bookmark.

FIG. 18 is another flowchart illustrating the method for centralizedcontrol of gaming applications, according to exemplary embodiments. Agaming profile is received (Block 500) and associated to a username,gaming application, summary, and/or bookmark (Block 502). A request isreceived for the gaming profile associated with the username (Block504), and a query is made (Block 506). The gaming profile is retrieved(Block 508) and send (Block 510) to a requesting device or address.

FIG. 19 is another flowchart illustrating the method for centralizedcontrol of gaming applications, according to exemplary embodiments. Ausername is associated to a plurality of device identifiers (Block 600).A request is received from one of the plurality of device identifiers tostore a summary of a gaming application associated with the username(Block 602). A bookmark is received that identifies a logical locationin the gaming application being played by the one of the plurality ofdevice identifiers (Block 604). The bookmark is associated to theusername, to the gaming application, and to the one of the plurality ofdevice identifiers (Block 606). A request is received for the summary ofthe gaming application for the username and a different deviceidentifier (Block 608). A query is made for the bookmark associated withthe gaming application, with the username, and with the different deviceidentifier (Block 610). The bookmark is retrieved (Block 612) and send(Block 614) to a different one of the plurality of device identifiers toresume the gaming application from the bookmark on a different device.

Exemplary embodiments may be physically embodied on or in acomputer-readable storage medium. This computer-readable medium mayinclude CD-ROM, DVD, tape, cassette, floppy disk, memory card, andlarge-capacity disks. This computer-readable medium, or media, could bedistributed to end-subscribers, licensees, and assignees. These types ofcomputer-readable media, and other types not mention here but consideredwithin the scope of the exemplary embodiments. A computer programproduct comprises processor-executable instructions for centralizedcontrol of gaming applications.

While the exemplary embodiments have been described with respect tovarious features, aspects, and embodiments, those skilled and unskilledin the art will recognize the exemplary embodiments are not so limited.Other variations, modifications, and alternative embodiments may be madewithout departing from the spirit and scope of the exemplaryembodiments.

1. A system, comprising: a processor; memory; and code stored in thememory that when executed causes the processor at least to: pause agaming application; receive a bookmark that identifies a location atwhich the gaming application is paused; and resume the gamingapplication from the bookmark.
 2. The system according to claim 1, thecode further causing the processor to resume scoring from the bookmark.3. The system according to claim 1, the code further causing theprocessor to store the bookmark in association with a player of thegaming application.
 4. The system according to claim 1, the code furthercausing the processor to store the bookmark in association with a userof the gaming application.
 5. The system according to claim 1, the codefurther causing the processor to store the bookmark in association withan identifier of a device.
 6. The system according to claim 1, the codefurther causing the processor to receive a query for the bookmark. 7.The system according to claim 1, the code further causing the processorto create bookmarks for multiple players.
 8. A method, comprising:receiving a request from a device to pause a gaming application;creating a bookmark that identifies a location at which the gamingapplication is paused; receiving another request from a different deviceto resume the gaming application; querying for the bookmark; andresuming the gaming application from the bookmark at the differentdevice.
 9. The method according to claim 8, further comprising resumingscoring from the bookmark.
 10. The method according to claim 8, furthercomprising storing the bookmark in association with a player of thegaming application.
 11. The method according to claim 8, furthercomprising storing the bookmark in association with a user of thedevice.
 12. The method according to claim 8, further comprising storingthe bookmark in association with an identifier of the device.
 13. Themethod according to claim 8, further comprising receiving a selection ina graphical user interface to pause the gaming application.
 14. Themethod according to claim 8, further comprising confirming pausing thegaming application.
 15. A computer readable storage medium storingprocessor executable instructions for performing a method, the methodcomprising: receiving a request from a device to pause a gamingapplication; creating a bookmark that identifies a location at which thegaming application is paused; receiving another request from a differentdevice to resume the gaming application; querying for the bookmark; andresuming the gaming application from the bookmark at the differentdevice.
 16. The computer readable storage medium according to claim 15,further comprising code for resuming scoring from the bookmark.
 17. Thecomputer readable storage medium according to claim 15, furthercomprising code for storing the bookmark in association with a player ofthe gaming application.
 18. The computer readable storage mediumaccording to claim 15, further comprising code for storing the bookmarkin association with a user of the device.
 19. The computer readablestorage medium according to claim 15, further comprising code forstoring the bookmark in association with an identifier of the device.20. The computer readable storage medium according to claim 15, furthercomprising code for receiving a selection in a graphical user interfaceto pause the gaming application.